protected virtual void DamageObject(GameObject obj, RaycastHit?hitInfo) { // TODO: Expose the rest of this. var direction = (obj.transform.position - _owner.transform.position).normalized; Damage.ApplyPointDamage(obj, _baseDamage, _owner, direction, _knockbackForce, hitInfo); }
private void Raycast() { var direction = (transform.position - _previousPosition).normalized; var distance = Vector3.Distance(transform.position, _previousPosition); RaycastHit hitInfo; if (Physics.Raycast(_previousPosition, direction, out hitInfo, distance, _layerMask, QueryTriggerInteraction.Collide)) { Destroy(this.gameObject); Damage.ApplyPointDamage(hitInfo.collider.gameObject, 2, Owner, transform.forward, 15, hitInfo); } }